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cuberite-2a/src/Entities/Player.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Player.h"
#include "../Server.h"
#include "../ClientHandle.h"
#include "../UI/Window.h"
#include "../UI/WindowOwner.h"
#include "../World.h"
#include "Pickup.h"
#include "../Bindings/PluginManager.h"
#include "../BlockEntities/BlockEntity.h"
#include "../GroupManager.h"
#include "../Group.h"
#include "../ChatColor.h"
#include "../Item.h"
#include "../Tracer.h"
#include "../Root.h"
#include "../OSSupport/Timer.h"
#include "../MersenneTwister.h"
#include "../Chunk.h"
#include "../Items/ItemHandler.h"
#include "../Vector3d.h"
#include "../Vector3f.h"
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#include "inifile/iniFile.h"
#include "json/json.h"
#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
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cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
: super(etPlayer, 0.6, 1.8)
, m_AirLevel( MAX_AIR_LEVEL )
, m_AirTickTimer(DROWNING_TICKS)
, m_bVisible(true)
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, m_FoodLevel(MAX_FOOD_LEVEL)
, m_FoodSaturationLevel(5)
, m_FoodTickTimer(0)
, m_FoodExhaustionLevel(0)
, m_FoodPoisonedTicksRemaining(0)
, m_LastJumpHeight(0)
, m_LastGroundHeight(0)
, m_bTouchGround(false)
, m_Stance(0.0)
, m_Inventory(*this)
, m_CurrentWindow(NULL)
, m_InventoryWindow(NULL)
, m_TimeLastPickupCheck(0.f)
, m_Color('-')
, m_LastBlockActionTime(0)
, m_LastBlockActionCnt(0)
, m_GameMode(eGameMode_NotSet)
, m_IP("")
, m_ClientHandle(a_Client)
, m_NormalMaxSpeed(0.1)
, m_SprintingMaxSpeed(0.13)
, m_IsCrouched(false)
, m_IsSprinting(false)
, m_IsFlying(false)
, m_IsSwimming(false)
, m_IsSubmerged(false)
, m_IsFishing(false)
, m_CanFly(false)
, m_EatingFinishTick(-1)
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, m_LifetimeTotalXp(0)
, m_CurrentXp(0)
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, m_bDirtyExperience(false)
, m_IsChargingBow(false)
, m_BowCharge(0)
, m_FloaterID(-1)
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, m_Team(NULL)
{
LOGD("Created a player object for \"%s\" @ \"%s\" at %p, ID %d",
a_PlayerName.c_str(), a_Client->GetIPString().c_str(),
this, GetUniqueID()
);
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
m_InventoryWindow->OpenedByPlayer(*this);
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SetMaxHealth(MAX_HEALTH);
m_Health = MAX_HEALTH;
cTimer t1;
m_LastPlayerListTime = t1.GetNowTime();
m_TimeLastTeleportPacket = 0;
m_TimeLastPickupCheck = 0;
m_PlayerName = a_PlayerName;
m_bDirtyPosition = true; // So chunks are streamed to player at spawn
if (!LoadFromDisk())
{
m_Inventory.Clear();
SetPosX(cRoot::Get()->GetDefaultWorld()->GetSpawnX());
SetPosY(cRoot::Get()->GetDefaultWorld()->GetSpawnY());
SetPosZ(cRoot::Get()->GetDefaultWorld()->GetSpawnZ());
LOGD("Player \"%s\" is connecting for the first time, spawning at default world spawn {%.2f, %.2f, %.2f}",
a_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ()
);
}
m_LastJumpHeight = (float)(GetPosY());
m_LastGroundHeight = (float)(GetPosY());
m_Stance = GetPosY() + 1.62;
cRoot::Get()->GetServer()->PlayerCreated(this);
}
cPlayer::~cPlayer(void)
{
LOGD("Deleting cPlayer \"%s\" at %p, ID %d", m_PlayerName.c_str(), this, GetUniqueID());
// Notify the server that the player is being destroyed
cRoot::Get()->GetServer()->PlayerDestroying(this);
SaveToDisk();
m_World->RemovePlayer( this );
m_ClientHandle = NULL;
delete m_InventoryWindow;
LOGD("Player %p deleted", this);
}
void cPlayer::Destroyed()
{
CloseWindow(false);
m_ClientHandle = NULL;
}
void cPlayer::SpawnOn(cClientHandle & a_Client)
{
if (!m_bVisible || (m_ClientHandle == (&a_Client)))
{
return;
}
a_Client.SendPlayerSpawn(*this);
a_Client.SendEntityHeadLook(*this);
a_Client.SendEntityEquipment(*this, 0, m_Inventory.GetEquippedItem() );
a_Client.SendEntityEquipment(*this, 1, m_Inventory.GetEquippedBoots() );
a_Client.SendEntityEquipment(*this, 2, m_Inventory.GetEquippedLeggings() );
a_Client.SendEntityEquipment(*this, 3, m_Inventory.GetEquippedChestplate() );
a_Client.SendEntityEquipment(*this, 4, m_Inventory.GetEquippedHelmet() );
}
void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
{
if (m_ClientHandle != NULL)
{
if (m_ClientHandle->IsDestroyed())
{
// This should not happen, because destroying a client will remove it from the world, but just in case
m_ClientHandle = NULL;
return;
}
if (!m_ClientHandle->IsPlaying())
{
// We're not yet in the game, ignore everything
return;
}
}
if (!a_Chunk.IsValid())
{
// This may happen if the cPlayer is created before the chunks have the chance of being loaded / generated (#83)
return;
}
super::Tick(a_Dt, a_Chunk);
// Set player swimming state
SetSwimState(a_Chunk);
// Handle air drowning stuff
HandleAir();
// Handle charging the bow:
if (m_IsChargingBow)
{
m_BowCharge += 1;
}
//handle updating experience
if (m_bDirtyExperience)
{
SendExperience();
}
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if (m_bDirtyPosition)
{
// Apply food exhaustion from movement:
ApplyFoodExhaustionFromMovement();
cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*this);
BroadcastMovementUpdate(m_ClientHandle);
m_ClientHandle->StreamChunks();
}
else
{
BroadcastMovementUpdate(m_ClientHandle);
}
if (m_Health > 0) // make sure player is alive
{
m_World->CollectPickupsByPlayer(this);
if ((m_EatingFinishTick >= 0) && (m_EatingFinishTick <= m_World->GetWorldAge()))
{
FinishEating();
}
HandleFood();
}
if (m_IsFishing)
{
HandleFloater();
}
// Send Player List (Once per m_LastPlayerListTime/1000 ms)
cTimer t1;
if (m_LastPlayerListTime + cPlayer::PLAYER_LIST_TIME_MS <= t1.GetNowTime())
{
m_World->SendPlayerList(this);
m_LastPlayerListTime = t1.GetNowTime();
}
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if (IsFlying())
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{
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m_LastGroundHeight = (float)GetPosY();
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}
}
short cPlayer::CalcLevelFromXp(short a_XpTotal)
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{
//level 0 to 15
if(a_XpTotal <= XP_TO_LEVEL15)
{
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return a_XpTotal / XP_PER_LEVEL_TO15;
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}
//level 30+
if(a_XpTotal > XP_TO_LEVEL30)
{
return (short) (151.5 + sqrt( 22952.25 - (14 * (2220 - a_XpTotal)))) / 7;
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}
//level 16 to 30
return (short) ( 29.5 + sqrt( 870.25 - (6 * ( 360 - a_XpTotal )))) / 3;
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}
short cPlayer::XpForLevel(short a_Level)
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{
//level 0 to 15
if(a_Level <= 15)
{
return a_Level * XP_PER_LEVEL_TO15;
}
//level 30+
if(a_Level >= 31)
{
return (short) ( (3.5 * a_Level * a_Level) - (151.5 * a_Level) + 2220 );
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}
//level 16 to 30
return (short) ( (1.5 * a_Level * a_Level) - (29.5 * a_Level) + 360 );
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}
short cPlayer::GetXpLevel()
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{
return CalcLevelFromXp(m_CurrentXp);
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}
float cPlayer::GetXpPercentage()
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{
short int currentLevel = CalcLevelFromXp(m_CurrentXp);
short int currentLevel_XpBase = XpForLevel(currentLevel);
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return (float)(m_CurrentXp - currentLevel_XpBase) /
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(float)(XpForLevel(1+currentLevel) - currentLevel_XpBase);
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}
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bool cPlayer::SetCurrentExperience(short int a_CurrentXp)
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{
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if(!(a_CurrentXp >= 0) || (a_CurrentXp > (SHRT_MAX - m_LifetimeTotalXp)))
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{
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LOGWARNING("Tried to update experiece with an invalid Xp value: %d", a_CurrentXp);
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return false; //oops, they gave us a dodgey number
}
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m_CurrentXp = a_CurrentXp;
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// Set experience to be updated
m_bDirtyExperience = true;
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return true;
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}
short cPlayer::DeltaExperience(short a_Xp_delta)
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{
if (a_Xp_delta > (SHRT_MAX - m_CurrentXp))
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{
// Value was bad, abort and report
LOGWARNING("Attempt was made to increment Xp by %d, which overflowed the short datatype. Ignoring.",
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a_Xp_delta);
return -1; // Should we instead just return the current Xp?
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}
m_CurrentXp += a_Xp_delta;
// Make sure they didn't subtract too much
if (m_CurrentXp < 0)
{
m_CurrentXp = 0;
}
// Update total for score calculation
if (a_Xp_delta > 0)
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{
m_LifetimeTotalXp += a_Xp_delta;
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}
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LOGD("Player \"%s\" gained/lost %d experience, total is now: %d",
m_PlayerName.c_str(), a_Xp_delta, m_CurrentXp);
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// Set experience to be updated
m_bDirtyExperience = true;
return m_CurrentXp;
}
void cPlayer::StartChargingBow(void)
{
LOGD("Player \"%s\" started charging their bow", m_PlayerName.c_str());
m_IsChargingBow = true;
m_BowCharge = 0;
}
int cPlayer::FinishChargingBow(void)
{
LOGD("Player \"%s\" finished charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
int res = m_BowCharge;
m_IsChargingBow = false;
m_BowCharge = 0;
return res;
}
void cPlayer::CancelChargingBow(void)
{
LOGD("Player \"%s\" cancelled charging their bow at a charge of %d", m_PlayerName.c_str(), m_BowCharge);
m_IsChargingBow = false;
m_BowCharge = 0;
}
void cPlayer::SetTouchGround(bool a_bTouchGround)
{
m_bTouchGround = a_bTouchGround;
if (!m_bTouchGround)
{
if (GetPosY() > m_LastJumpHeight)
{
m_LastJumpHeight = (float)GetPosY();
}
cWorld * World = GetWorld();
if ((GetPosY() >= 0) && (GetPosY() < cChunkDef::Height))
{
BLOCKTYPE BlockType = World->GetBlock(float2int(GetPosX()), float2int(GetPosY()), float2int(GetPosZ()));
if (BlockType != E_BLOCK_AIR)
{
m_bTouchGround = true;
}
if (
(BlockType == E_BLOCK_WATER) ||
(BlockType == E_BLOCK_STATIONARY_WATER) ||
(BlockType == E_BLOCK_LADDER) ||
(BlockType == E_BLOCK_VINES)
)
{
m_LastGroundHeight = (float)GetPosY();
}
}
}
else
{
float Dist = (float)(m_LastGroundHeight - floor(GetPosY()));
int Damage = (int)(Dist - 3.f);
if (m_LastJumpHeight > m_LastGroundHeight) Damage++;
m_LastJumpHeight = (float)GetPosY();
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if (Damage > 0)
{
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if (!IsGameModeCreative())
{
TakeDamage(dtFalling, NULL, Damage, Damage, 0);
}
// Mojang uses floor() to get X and Z positions, instead of just casting it to an (int)
GetWorld()->BroadcastSoundParticleEffect(2006, (int)floor(GetPosX()), (int)GetPosY() - 1, (int)floor(GetPosZ()), Damage /* Used as particle effect speed modifier */);
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}
m_LastGroundHeight = (float)GetPosY();
}
}
void cPlayer::Heal(int a_Health)
{
super::Heal(a_Health);
SendHealth();
}
void cPlayer::SetFoodLevel(int a_FoodLevel)
{
m_FoodLevel = std::max(0, std::min(a_FoodLevel, (int)MAX_FOOD_LEVEL));
SendHealth();
}
void cPlayer::SetFoodSaturationLevel(double a_FoodSaturationLevel)
{
m_FoodSaturationLevel = std::max(0.0, std::min(a_FoodSaturationLevel, (double)m_FoodLevel));
}
void cPlayer::SetFoodTickTimer(int a_FoodTickTimer)
{
m_FoodTickTimer = a_FoodTickTimer;
}
void cPlayer::SetFoodExhaustionLevel(double a_FoodExhaustionLevel)
{
m_FoodExhaustionLevel = std::max(0.0, std::min(a_FoodExhaustionLevel, 4.0));
}
void cPlayer::SetFoodPoisonedTicksRemaining(int a_FoodPoisonedTicksRemaining)
{
m_FoodPoisonedTicksRemaining = a_FoodPoisonedTicksRemaining;
}
bool cPlayer::Feed(int a_Food, double a_Saturation)
{
if (m_FoodLevel >= MAX_FOOD_LEVEL)
{
return false;
}
m_FoodLevel = std::min(a_Food + m_FoodLevel, (int)MAX_FOOD_LEVEL);
m_FoodSaturationLevel = std::min(m_FoodSaturationLevel + a_Saturation, (double)m_FoodLevel);
SendHealth();
return true;
}
void cPlayer::FoodPoison(int a_NumTicks)
{
bool HasBeenFoodPoisoned = (m_FoodPoisonedTicksRemaining > 0);
m_FoodPoisonedTicksRemaining = std::max(m_FoodPoisonedTicksRemaining, a_NumTicks);
if (!HasBeenFoodPoisoned)
{
m_World->BroadcastRemoveEntityEffect(*this, E_EFFECT_HUNGER);
SendHealth();
}
else
{
m_World->BroadcastEntityEffect(*this, E_EFFECT_HUNGER, 0, 400); // Give the player the "Hunger" effect for 20 seconds.
}
}
void cPlayer::StartEating(void)
{
// Set the timer:
m_EatingFinishTick = m_World->GetWorldAge() + EATING_TICKS;
// Send the packets:
m_World->BroadcastEntityAnimation(*this, 3);
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::FinishEating(void)
{
// Reset the timer:
m_EatingFinishTick = -1;
// Send the packets:
m_ClientHandle->SendEntityStatus(*this, ENTITY_STATUS_EATING_ACCEPTED);
m_World->BroadcastEntityAnimation(*this, 0);
m_World->BroadcastEntityMetadata(*this);
// consume the item:
cItem Item(GetEquippedItem());
Item.m_ItemCount = 1;
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Item.m_ItemType);
if (!ItemHandler->EatItem(this, &Item))
{
return;
}
ItemHandler->OnFoodEaten(m_World, this, &Item);
GetInventory().RemoveOneEquippedItem();
//if the food is mushroom soup, return a bowl to the inventory
if( Item.m_ItemType == E_ITEM_MUSHROOM_SOUP ) {
cItem emptyBowl(E_ITEM_BOWL, 1, 0, "");
GetInventory().AddItem(emptyBowl, true, true);
}
}
void cPlayer::AbortEating(void)
{
m_EatingFinishTick = -1;
m_World->BroadcastEntityAnimation(*this, 0);
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::SendHealth(void)
{
if (m_ClientHandle != NULL)
{
m_ClientHandle->SendHealth();
}
}
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void cPlayer::SendExperience(void)
{
if (m_ClientHandle != NULL)
{
m_ClientHandle->SendExperience();
m_bDirtyExperience = false;
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}
}
void cPlayer::ClearInventoryPaintSlots(void)
{
// Clear the list of slots that are being inventory-painted. Used by cWindow only
m_InventoryPaintSlots.clear();
}
void cPlayer::AddInventoryPaintSlot(int a_SlotNum)
{
// Add a slot to the list for inventory painting. Used by cWindow only
m_InventoryPaintSlots.push_back(a_SlotNum);
}
const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const
{
// Return the list of slots currently stored for inventory painting. Used by cWindow only
return m_InventoryPaintSlots;
}
double cPlayer::GetMaxSpeed(void) const
{
return m_IsSprinting ? m_SprintingMaxSpeed : m_NormalMaxSpeed;
}
void cPlayer::SetNormalMaxSpeed(double a_Speed)
{
m_NormalMaxSpeed = a_Speed;
if (!m_IsSprinting)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
}
void cPlayer::SetSprintingMaxSpeed(double a_Speed)
{
m_SprintingMaxSpeed = a_Speed;
if (m_IsSprinting)
{
m_ClientHandle->SendPlayerMaxSpeed();
}
}
void cPlayer::SetCrouch(bool a_IsCrouched)
{
// Set the crouch status, broadcast to all visible players
if (a_IsCrouched == m_IsCrouched)
{
// No change
return;
}
m_IsCrouched = a_IsCrouched;
m_World->BroadcastEntityMetadata(*this);
}
void cPlayer::SetSprint(bool a_IsSprinting)
{
if (a_IsSprinting == m_IsSprinting)
{
// No change
return;
}
m_IsSprinting = a_IsSprinting;
m_ClientHandle->SendPlayerMaxSpeed();
}
void cPlayer::SetCanFly(bool a_CanFly)
{
if (a_CanFly == m_CanFly)
{
return;
}
m_CanFly = a_CanFly;
m_ClientHandle->SendPlayerAbilities();
}
void cPlayer::SetFlying(bool a_IsFlying)
{
if (a_IsFlying == m_IsFlying)
{
return;
}
m_IsFlying = a_IsFlying;
m_ClientHandle->SendPlayerAbilities();
}
void cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
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if (a_TDI.DamageType != dtInVoid)
{
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if (IsGameModeCreative())
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{
// No damage / health in creative mode
return;
}
}
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if ((a_TDI.Attacker != NULL) && (a_TDI.Attacker->IsPlayer()))
{
cPlayer* Attacker = (cPlayer*) a_TDI.Attacker;
if ((m_Team != NULL) && (m_Team == Attacker->m_Team))
{
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if (!m_Team->AllowsFriendlyFire())
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{
// Friendly fire is disabled
return;
}
}
}
super::DoTakeDamage(a_TDI);
// Any kind of damage adds food exhaustion
AddFoodExhaustion(0.3f);
SendHealth();
}
void cPlayer::KilledBy(cEntity * a_Killer)
{
super::KilledBy(a_Killer);
if (m_Health > 0)
{
return; // not dead yet =]
}
m_bVisible = false; // So new clients don't see the player
// Puke out all the items
cItems Pickups;
m_Inventory.CopyToItems(Pickups);
m_Inventory.Clear();
m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10);
SaveToDisk(); // Save it, yeah the world is a tough place !
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if (a_Killer == NULL)
{
GetWorld()->BroadcastChat(Printf("%s[DEATH] %s%s was killed by environmental damage", cChatColor::Red.c_str(), cChatColor::White.c_str(), GetName().c_str()));
}
else if (a_Killer->IsPlayer())
{
GetWorld()->BroadcastChat(Printf("%s[DEATH] %s%s was killed by %s", cChatColor::Red.c_str(), cChatColor::White.c_str(), GetName().c_str(), ((cPlayer *)a_Killer)->GetName().c_str()));
}
else
{
AString KillerClass = a_Killer->GetClass();
KillerClass.erase(KillerClass.begin()); // Erase the 'c' of the class (e.g. "cWitch" -> "Witch")
GetWorld()->BroadcastChat(Printf("%s[DEATH] %s%s was killed by a %s", cChatColor::Red.c_str(), cChatColor::White.c_str(), GetName().c_str(), KillerClass.c_str()));
}
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class cIncrementCounterCB
: public cObjectiveCallback
{
AString m_Name;
public:
cIncrementCounterCB(const AString & a_Name) : m_Name(a_Name) {}
virtual bool Item(cObjective * a_Objective) override
{
a_Objective->AddScore(m_Name, 1);
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return true;
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}
} IncrementCounter (GetName());
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cScoreboard & Scoreboard = m_World->GetScoreBoard();
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// Update scoreboard objectives
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Scoreboard.ForEachObjectiveWith(cObjective::E_TYPE_DEATH_COUNT, IncrementCounter);
}
void cPlayer::Respawn(void)
{
m_Health = GetMaxHealth();
// Reset food level:
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m_FoodLevel = MAX_FOOD_LEVEL;
m_FoodSaturationLevel = 5;
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// Reset Experience
m_CurrentXp = 0;
m_LifetimeTotalXp = 0;
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// ToDo: send score to client? How?
m_ClientHandle->SendRespawn();
// Extinguish the fire:
StopBurning();
TeleportToCoords(GetWorld()->GetSpawnX(), GetWorld()->GetSpawnY(), GetWorld()->GetSpawnZ());
SetVisible(true);
}
double cPlayer::GetEyeHeight(void) const
{
return m_Stance;
}
Vector3d cPlayer::GetEyePosition(void) const
{
return Vector3d( GetPosX(), m_Stance, GetPosZ() );
}
bool cPlayer::IsGameModeCreative(void) const
{
return (m_GameMode == gmCreative) || // Either the player is explicitly in Creative
((m_GameMode == gmNotSet) && m_World->IsGameModeCreative()); // or they inherit from the world and the world is Creative
}
bool cPlayer::IsGameModeSurvival(void) const
{
return (m_GameMode == gmSurvival) || // Either the player is explicitly in Survival
((m_GameMode == gmNotSet) && m_World->IsGameModeSurvival()); // or they inherit from the world and the world is Survival
}
bool cPlayer::IsGameModeAdventure(void) const
{
return (m_GameMode == gmAdventure) || // Either the player is explicitly in Adventure
((m_GameMode == gmNotSet) && m_World->IsGameModeAdventure()); // or they inherit from the world and the world is Adventure
}
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void cPlayer::SetTeam(cTeam * a_Team)
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{
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if (m_Team == a_Team)
{
return;
}
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if (m_Team)
{
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m_Team->RemovePlayer(GetName());
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}
m_Team = a_Team;
if (m_Team)
{
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m_Team->AddPlayer(GetName());
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}
}
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cTeam * cPlayer::UpdateTeam(void)
{
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if (m_World == NULL)
{
SetTeam(NULL);
}
else
{
cScoreboard & Scoreboard = m_World->GetScoreBoard();
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SetTeam(Scoreboard.QueryPlayerTeam(GetName()));
}
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return m_Team;
}
void cPlayer::OpenWindow(cWindow * a_Window)
{
if (a_Window != m_CurrentWindow)
{
CloseWindow(false);
}
a_Window->OpenedByPlayer(*this);
m_CurrentWindow = a_Window;
a_Window->SendWholeWindow(*GetClientHandle());
}
void cPlayer::CloseWindow(bool a_CanRefuse)
{
if (m_CurrentWindow == NULL)
{
m_CurrentWindow = m_InventoryWindow;
return;
}
if (m_CurrentWindow->ClosedByPlayer(*this, a_CanRefuse) || !a_CanRefuse)
{
// Close accepted, go back to inventory window (the default):
m_CurrentWindow = m_InventoryWindow;
}
else
{
// Re-open the window
m_CurrentWindow->OpenedByPlayer(*this);
m_CurrentWindow->SendWholeWindow(*GetClientHandle());
}
}
void cPlayer::CloseWindowIfID(char a_WindowID, bool a_CanRefuse)
{
if ((m_CurrentWindow == NULL) || (m_CurrentWindow->GetWindowID() != a_WindowID))
{
return;
}
CloseWindow();
}
void cPlayer::SetLastBlockActionTime()
{
if (m_World != NULL)
{
m_LastBlockActionTime = m_World->GetWorldAge() / 20.0f;
}
}
void cPlayer::SetLastBlockActionCnt( int a_LastBlockActionCnt )
{
m_LastBlockActionCnt = a_LastBlockActionCnt;
}
void cPlayer::SetGameMode(eGameMode a_GameMode)
{
if ((a_GameMode < gmMin) || (a_GameMode >= gmMax))
{
LOGWARNING("%s: Setting invalid gamemode: %d", GetName().c_str(), a_GameMode);
return;
}
if (m_GameMode == a_GameMode)
{
// Gamemode already set
return;
}
m_GameMode = a_GameMode;
m_ClientHandle->SendGameMode(a_GameMode);
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if (!IsGameModeCreative())
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{
SetFlying(false);
SetCanFly(false);
}
}
void cPlayer::LoginSetGameMode( eGameMode a_GameMode )
{
m_GameMode = a_GameMode;
}
void cPlayer::SetIP(const AString & a_IP)
{
m_IP = a_IP;
}
void cPlayer::SendMessage(const AString & a_Message)
{
m_ClientHandle->SendChat(a_Message);
}
void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
SetPosition( a_PosX, a_PosY, a_PosZ );
m_LastGroundHeight = (float)a_PosY;
m_World->BroadcastTeleportEntity(*this, GetClientHandle());
m_ClientHandle->SendPlayerMoveLook();
}
Vector3d cPlayer::GetThrowStartPos(void) const
{
Vector3d res = GetEyePosition();
// Adjust the position to be just outside the player's bounding box:
res.x += 0.16 * cos(GetPitch());
res.y += -0.1;
res.z += 0.16 * sin(GetPitch());
return res;
}
Vector3d cPlayer::GetThrowSpeed(double a_SpeedCoeff) const
{
Vector3d res = GetLookVector();
res.Normalize();
// TODO: Add a slight random change (+-0.0075 in each direction)
return res * a_SpeedCoeff;
}
void cPlayer::ForceSetSpeed(Vector3d a_Direction)
{
SetSpeed(a_Direction);
m_ClientHandle->SendEntityVelocity(*this);
}
void cPlayer::MoveTo( const Vector3d & a_NewPos )
{
if ((a_NewPos.y < -990) && (GetPosY() > -100))
{
// When attached to an entity, the client sends position packets with weird coords:
// Y = -999 and X, Z = attempting to create speed, usually up to 0.03
// We cannot test m_AttachedTo, because when deattaching, the server thinks the client is already deattached while
// the client may still send more of these nonsensical packets.
if (m_AttachedTo != NULL)
{
Vector3d AddSpeed(a_NewPos);
AddSpeed.y = 0;
m_AttachedTo->AddSpeed(AddSpeed);
}
return;
}
// TODO: should do some checks to see if player is not moving through terrain
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
SetPosition( a_NewPos );
SetStance(a_NewPos.y + 1.62);
}
void cPlayer::SetVisible(bool a_bVisible)
{
if (a_bVisible && !m_bVisible) // Make visible
{
m_bVisible = true;
m_World->BroadcastSpawnEntity(*this);
}
if (!a_bVisible && m_bVisible)
{
m_bVisible = false;
m_World->BroadcastDestroyEntity(*this, m_ClientHandle); // Destroy on all clients
}
}
void cPlayer::AddToGroup( const AString & a_GroupName )
{
cGroup* Group = cRoot::Get()->GetGroupManager()->GetGroup( a_GroupName );
m_Groups.push_back( Group );
LOGD("Added %s to group %s", m_PlayerName.c_str(), a_GroupName.c_str() );
ResolveGroups();
ResolvePermissions();
}
void cPlayer::RemoveFromGroup( const AString & a_GroupName )
{
bool bRemoved = false;
for( GroupList::iterator itr = m_Groups.begin(); itr != m_Groups.end(); ++itr )
{
if( (*itr)->GetName().compare(a_GroupName ) == 0 )
{
m_Groups.erase( itr );
bRemoved = true;
break;
}
}
if( bRemoved )
{
LOGD("Removed %s from group %s", m_PlayerName.c_str(), a_GroupName.c_str() );
ResolveGroups();
ResolvePermissions();
}
else
{
LOGWARN("Tried to remove %s from group %s but was not in that group", m_PlayerName.c_str(), a_GroupName.c_str() );
}
}
bool cPlayer::CanUseCommand( const AString & a_Command )
{
for( GroupList::iterator itr = m_Groups.begin(); itr != m_Groups.end(); ++itr )
{
if( (*itr)->HasCommand( a_Command ) ) return true;
}
return false;
}
bool cPlayer::HasPermission(const AString & a_Permission)
{
if (a_Permission.empty())
{
// Empty permission request is always granted
return true;
}
AStringVector Split = StringSplit( a_Permission, "." );
PermissionMap Possibilities = m_ResolvedPermissions;
// Now search the namespaces
while( Possibilities.begin() != Possibilities.end() )
{
PermissionMap::iterator itr = Possibilities.begin();
if( itr->second )
{
AStringVector OtherSplit = StringSplit( itr->first, "." );
if( OtherSplit.size() <= Split.size() )
{
unsigned int i;
for( i = 0; i < OtherSplit.size(); ++i )
{
if( OtherSplit[i].compare( Split[i] ) != 0 )
{
if( OtherSplit[i].compare("*") == 0 ) return true; // WildCard man!! WildCard!
break;
}
}
if( i == Split.size() ) return true;
}
}
Possibilities.erase( itr );
}
// Nothing that matched :(
return false;
}
bool cPlayer::IsInGroup( const AString & a_Group )
{
for( GroupList::iterator itr = m_ResolvedGroups.begin(); itr != m_ResolvedGroups.end(); ++itr )
{
if( a_Group.compare( (*itr)->GetName().c_str() ) == 0 )
return true;
}
return false;
}
void cPlayer::ResolvePermissions()
{
m_ResolvedPermissions.clear(); // Start with an empty map yo~
// Copy all player specific permissions into the resolved permissions map
for( PermissionMap::iterator itr = m_Permissions.begin(); itr != m_Permissions.end(); ++itr )
{
m_ResolvedPermissions[ itr->first ] = itr->second;
}
for( GroupList::iterator GroupItr = m_ResolvedGroups.begin(); GroupItr != m_ResolvedGroups.end(); ++GroupItr )
{
const cGroup::PermissionMap & Permissions = (*GroupItr)->GetPermissions();
for( cGroup::PermissionMap::const_iterator itr = Permissions.begin(); itr != Permissions.end(); ++itr )
{
m_ResolvedPermissions[ itr->first ] = itr->second;
}
}
}
void cPlayer::ResolveGroups()
{
// Clear resolved groups first
m_ResolvedGroups.clear();
// Get a complete resolved list of all groups the player is in
std::map< cGroup*, bool > AllGroups; // Use a map, because it's faster than iterating through a list to find duplicates
GroupList ToIterate;
for( GroupList::iterator GroupItr = m_Groups.begin(); GroupItr != m_Groups.end(); ++GroupItr )
{
ToIterate.push_back( *GroupItr );
}
while( ToIterate.begin() != ToIterate.end() )
{
cGroup* CurrentGroup = *ToIterate.begin();
if( AllGroups.find( CurrentGroup ) != AllGroups.end() )
{
LOGWARNING("ERROR: Player \"%s\" is in the group multiple times (\"%s\"). Please fix your settings in users.ini!",
m_PlayerName.c_str(), CurrentGroup->GetName().c_str()
);
}
else
{
AllGroups[ CurrentGroup ] = true;
m_ResolvedGroups.push_back( CurrentGroup ); // Add group to resolved list
const cGroup::GroupList & Inherits = CurrentGroup->GetInherits();
for( cGroup::GroupList::const_iterator itr = Inherits.begin(); itr != Inherits.end(); ++itr )
{
if( AllGroups.find( *itr ) != AllGroups.end() )
{
LOGERROR("ERROR: Player %s is in the same group multiple times due to inheritance (%s). FIX IT!", m_PlayerName.c_str(), (*itr)->GetName().c_str() );
continue;
}
ToIterate.push_back( *itr );
}
}
ToIterate.erase( ToIterate.begin() );
}
}
AString cPlayer::GetColor(void) const
{
if ( m_Color != '-' )
{
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return cChatColor::Color + m_Color;
}
if ( m_Groups.size() < 1 )
{
return cChatColor::White;
}
return (*m_Groups.begin())->GetColor();
}
void cPlayer::TossEquippedItem(char a_Amount)
{
cItems Drops;
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cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
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char NewAmount = a_Amount;
if (NewAmount > GetInventory().GetEquippedItem().m_ItemCount)
{
NewAmount = GetInventory().GetEquippedItem().m_ItemCount; // Drop only what's there
}
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GetInventory().GetHotbarGrid().ChangeSlotCount(GetInventory().GetEquippedSlotNum() /* Returns hotbar subslot, which HotbarGrid takes */, -a_Amount);
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DroppedItem.m_ItemCount = NewAmount;
Drops.push_back(DroppedItem);
}
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
}
void cPlayer::TossHeldItem(char a_Amount)
{
cItems Drops;
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cItem & Item = GetDraggingItem();
if (!Item.IsEmpty())
{
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char OriginalItemAmount = Item.m_ItemCount;
Item.m_ItemCount = std::min(OriginalItemAmount, a_Amount);
Drops.push_back(Item);
if (OriginalItemAmount > a_Amount)
{
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Item.m_ItemCount = OriginalItemAmount - a_Amount;
}
else
{
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Item.Empty();
}
}
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double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
}
void cPlayer::TossPickup(const cItem & a_Item)
{
cItems Drops;
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Drops.push_back(a_Item);
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-GetYaw(), GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
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m_World->SpawnItemPickups(Drops, GetPosX(), GetEyeHeight(), GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because created by player
}
bool cPlayer::MoveToWorld(const char * a_WorldName)
{
cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
if (World == NULL)
{
LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName);
return false;
}
eDimension OldDimension = m_World->GetDimension();
// Remove all links to the old world
m_World->RemovePlayer(this);
m_ClientHandle->RemoveFromAllChunks();
m_World->RemoveEntity(this);
// If the dimension is different, we can send the respawn packet
// http://wiki.vg/Protocol#0x09 says "don't send if dimension is the same" as of 2013_07_02
m_ClientHandle->MoveToWorld(*World, (OldDimension != World->GetDimension()));
// Add player to all the necessary parts of the new world
SetWorld(World);
World->AddEntity(this);
World->AddPlayer(this);
return true;
}
void cPlayer::LoadPermissionsFromDisk()
{
m_Groups.clear();
m_Permissions.clear();
cIniFile IniFile;
if (IniFile.ReadFile("users.ini"))
{
std::string Groups = IniFile.GetValue(m_PlayerName, "Groups", "");
if (!Groups.empty())
{
AStringVector Split = StringSplit( Groups, "," );
for( unsigned int i = 0; i < Split.size(); i++ )
{
AddToGroup( Split[i].c_str() );
}
}
else
{
AddToGroup("Default");
}
m_Color = IniFile.GetValue(m_PlayerName, "Color", "-")[0];
}
else
{
LOGWARN("Regenerating users.ini, player %s will be added to the \"Default\" group", m_PlayerName.c_str());
IniFile.AddHeaderComment(" This is the file in which the group the player belongs to is stored");
IniFile.AddHeaderComment(" The format is: [PlayerName] | Groups=GroupName");
IniFile.SetValue(m_PlayerName, "Groups", "Default");
IniFile.WriteFile("users.ini");
AddToGroup("Default");
}
ResolvePermissions();
}
bool cPlayer::LoadFromDisk()
{
LoadPermissionsFromDisk();
// Log player permissions, cause it's what the cool kids do
LOGINFO("Player %s has permissions:", m_PlayerName.c_str() );
for( PermissionMap::iterator itr = m_ResolvedPermissions.begin(); itr != m_ResolvedPermissions.end(); ++itr )
{
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if( itr->second ) LOG(" - %s", itr->first.c_str() );
}
AString SourceFile;
Printf(SourceFile, "players/%s.json", m_PlayerName.c_str() );
cFile f;
if (!f.Open(SourceFile, cFile::fmRead))
{
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// This is a new player whom we haven't seen yet, bail out, let them have the defaults
return false;
}
AString buffer;
if (f.ReadRestOfFile(buffer) != f.GetSize())
{
LOGWARNING("Cannot read player data from file \"%s\"", SourceFile.c_str());
return false;
}
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f.Close(); //cool kids play nice
Json::Value root;
Json::Reader reader;
if (!reader.parse(buffer, root, false))
{
LOGWARNING("Cannot parse player data in file \"%s\", player will be reset", SourceFile.c_str());
}
Json::Value & JSON_PlayerPosition = root["position"];
if (JSON_PlayerPosition.size() == 3)
{
SetPosX(JSON_PlayerPosition[(unsigned int)0].asDouble());
SetPosY(JSON_PlayerPosition[(unsigned int)1].asDouble());
SetPosZ(JSON_PlayerPosition[(unsigned int)2].asDouble());
m_LastPosX = GetPosX();
m_LastPosY = GetPosY();
m_LastPosZ = GetPosZ();
m_LastFoodPos = GetPosition();
}
Json::Value & JSON_PlayerRotation = root["rotation"];
if (JSON_PlayerRotation.size() == 3)
{
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SetYaw ((float)JSON_PlayerRotation[(unsigned int)0].asDouble());
SetPitch ((float)JSON_PlayerRotation[(unsigned int)1].asDouble());
SetRoll ((float)JSON_PlayerRotation[(unsigned int)2].asDouble());
}
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m_Health = root.get("health", 0).asInt();
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m_AirLevel = root.get("air", MAX_AIR_LEVEL).asInt();
m_FoodLevel = root.get("food", MAX_FOOD_LEVEL).asInt();
m_FoodSaturationLevel = root.get("foodSaturation", MAX_FOOD_LEVEL).asDouble();
m_FoodTickTimer = root.get("foodTickTimer", 0).asInt();
m_FoodExhaustionLevel = root.get("foodExhaustion", 0).asDouble();
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m_LifetimeTotalXp = (short) root.get("xpTotal", 0).asInt();
m_CurrentXp = (short) root.get("xpCurrent", 0).asInt();
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m_IsFlying = root.get("isflying", 0).asBool();
//SetExperience(root.get("experience", 0).asInt());
m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
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if (m_GameMode == eGameMode_Creative)
{
m_CanFly = true;
}
else if (m_GameMode == eGameMode_NotSet)
{
cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName());
if (World == NULL)
{
World = cRoot::Get()->GetDefaultWorld();
}
if (World->GetGameMode() == eGameMode_Creative)
{
m_CanFly = true;
}
}
m_Inventory.LoadFromJson(root["inventory"]);
m_LoadedWorldName = root.get("world", "world").asString();
LOGD("Player \"%s\" was read from file, spawning at {%.2f, %.2f, %.2f} in world \"%s\"",
m_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ(), m_LoadedWorldName.c_str()
);
return true;
}
bool cPlayer::SaveToDisk()
{
cFile::CreateFolder(FILE_IO_PREFIX + AString("players"));
// create the JSON data
Json::Value JSON_PlayerPosition;
JSON_PlayerPosition.append(Json::Value(GetPosX()));
JSON_PlayerPosition.append(Json::Value(GetPosY()));
JSON_PlayerPosition.append(Json::Value(GetPosZ()));
Json::Value JSON_PlayerRotation;
JSON_PlayerRotation.append(Json::Value(GetYaw()));
JSON_PlayerRotation.append(Json::Value(GetPitch()));
JSON_PlayerRotation.append(Json::Value(GetRoll()));
Json::Value JSON_Inventory;
m_Inventory.SaveToJson(JSON_Inventory);
Json::Value root;
root["position"] = JSON_PlayerPosition;
root["rotation"] = JSON_PlayerRotation;
root["inventory"] = JSON_Inventory;
root["health"] = m_Health;
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root["xpTotal"] = m_LifetimeTotalXp;
root["xpCurrent"] = m_CurrentXp;
root["air"] = m_AirLevel;
root["food"] = m_FoodLevel;
root["foodSaturation"] = m_FoodSaturationLevel;
root["foodTickTimer"] = m_FoodTickTimer;
root["foodExhaustion"] = m_FoodExhaustionLevel;
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root["world"] = GetWorld()->GetName();
root["isflying"] = IsFlying();
if (m_GameMode == GetWorld()->GetGameMode())
{
root["gamemode"] = (int) eGameMode_NotSet;
}
else
{
root["gamemode"] = (int) m_GameMode;
}
Json::StyledWriter writer;
std::string JsonData = writer.write(root);
AString SourceFile;
Printf(SourceFile, "players/%s.json", m_PlayerName.c_str() );
cFile f;
if (!f.Open(SourceFile, cFile::fmWrite))
{
LOGERROR("ERROR WRITING PLAYER \"%s\" TO FILE \"%s\" - cannot open file", m_PlayerName.c_str(), SourceFile.c_str());
return false;
}
if (f.Write(JsonData.c_str(), JsonData.size()) != (int)JsonData.size())
{
LOGERROR("ERROR WRITING PLAYER JSON TO FILE \"%s\"", SourceFile.c_str());
return false;
}
return true;
}
cPlayer::StringList cPlayer::GetResolvedPermissions()
{
StringList Permissions;
const PermissionMap& ResolvedPermissions = m_ResolvedPermissions;
for( PermissionMap::const_iterator itr = ResolvedPermissions.begin(); itr != ResolvedPermissions.end(); ++itr )
{
if( itr->second ) Permissions.push_back( itr->first );
}
return Permissions;
}
void cPlayer::UseEquippedItem(void)
{
if (IsGameModeCreative()) // No damage in creative
{
return;
}
if (GetInventory().DamageEquippedItem())
{
m_World->BroadcastSoundEffect("random.break", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
}
}
void cPlayer::SetSwimState(cChunk & a_Chunk)
2013-08-08 09:32:34 +00:00
{
int RelY = (int)floor(m_LastPosY + 0.1);
if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
{
m_IsSwimming = false;
m_IsSubmerged = false;
return;
}
2013-08-08 09:32:34 +00:00
BLOCKTYPE BlockIn;
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
// Check if the player is swimming:
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// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
{
// This sometimes happens on Linux machines
// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}",
RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ()
);
m_IsSwimming = false;
m_IsSubmerged = false;
return;
}
m_IsSwimming = IsBlockWater(BlockIn);
// Check if the player is submerged:
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn));
m_IsSubmerged = IsBlockWater(BlockIn);
}
void cPlayer::HandleAir(void)
{
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
// see if the player is /submerged/ water (block above is water)
// Get the type of block the player's standing in:
if (IsSubmerged())
{
// either reduce air level or damage player
if (m_AirLevel < 1)
{
if (m_AirTickTimer < 1)
{
// damage player
TakeDamage(dtDrowning, NULL, 1, 1, 0);
// reset timer
m_AirTickTimer = DROWNING_TICKS;
}
else
{
m_AirTickTimer -= 1;
}
}
else
{
// reduce air supply
m_AirLevel -= 1;
}
}
else
{
// set the air back to maximum
m_AirLevel = MAX_AIR_LEVEL;
m_AirTickTimer = DROWNING_TICKS;
}
2013-08-08 09:32:34 +00:00
}
void cPlayer::HandleFood(void)
{
// Ref.: http://www.minecraftwiki.net/wiki/Hunger
// Remember the food level before processing, for later comparison
int LastFoodLevel = m_FoodLevel;
// Heal or damage, based on the food level, using the m_FoodTickTimer:
if ((m_FoodLevel > 17) || (m_FoodLevel <= 0))
{
m_FoodTickTimer++;
if (m_FoodTickTimer >= 80)
{
m_FoodTickTimer = 0;
if (m_FoodLevel >= 17)
{
// Regenerate health from food, incur 3 pts of food exhaustion:
Heal(1);
m_FoodExhaustionLevel += 3;
}
else if (m_FoodLevel <= 0)
{
// Damage from starving
TakeDamage(dtStarving, NULL, 1, 1, 0);
}
}
}
// Apply food poisoning food exhaustion:
if (m_FoodPoisonedTicksRemaining > 0)
{
m_FoodPoisonedTicksRemaining--;
m_FoodExhaustionLevel += 0.025; // 0.5 per second = 0.025 per tick
}
else
{
m_World->BroadcastRemoveEntityEffect(*this, E_EFFECT_HUNGER); // Remove the "Hunger" effect.
}
// Apply food exhaustion that has accumulated:
if (m_FoodExhaustionLevel >= 4)
{
m_FoodExhaustionLevel -= 4;
if (m_FoodSaturationLevel >= 1)
{
m_FoodSaturationLevel -= 1;
}
else
{
m_FoodLevel = std::max(m_FoodLevel - 1, 0);
}
}
if (m_FoodLevel != LastFoodLevel)
{
SendHealth();
}
}
void cPlayer::HandleFloater()
{
if (GetEquippedItem().m_ItemType == E_ITEM_FISHING_ROD)
{
return;
}
class cFloaterCallback :
public cEntityCallback
{
public:
virtual bool Item(cEntity * a_Entity) override
{
a_Entity->Destroy(true);
return true;
}
} Callback;
m_World->DoWithEntityByID(m_FloaterID, Callback);
SetIsFishing(false);
}
void cPlayer::ApplyFoodExhaustionFromMovement()
{
if (IsGameModeCreative())
{
return;
}
// Calculate the distance travelled, update the last pos:
Vector3d Movement(GetPosition() - m_LastFoodPos);
Movement.y = 0; // Only take XZ movement into account
m_LastFoodPos = GetPosition();
// If riding anything, apply no food exhaustion
if (m_AttachedTo != NULL)
{
return;
}
// Apply the exhaustion based on distance travelled:
double BaseExhaustion = Movement.Length();
if (IsSprinting())
{
// 0.1 pt per meter sprinted
BaseExhaustion = BaseExhaustion * 0.1;
}
else if (IsSwimming())
{
// 0.015 pt per meter swum
BaseExhaustion = BaseExhaustion * 0.015;
}
else
{
// 0.01 pt per meter walked / sneaked
BaseExhaustion = BaseExhaustion * 0.01;
}
m_FoodExhaustionLevel += BaseExhaustion;
}
void cPlayer::Detach()
{
super::Detach();
int PosX = (int)floor(GetPosX());
int PosY = (int)floor(GetPosY());
int PosZ = (int)floor(GetPosZ());
// Search for a position within an area to teleport player after detachment
// Position must be solid land, and occupied by a nonsolid block
// If nothing found, player remains where they are
for (int x = PosX - 2; x <= (PosX + 2); ++x)
{
for (int y = PosY; y <= (PosY + 3); ++y)
{
for (int z = PosZ - 2; z <= (PosZ + 2); ++z)
{
if (!g_BlockIsSolid[m_World->GetBlock(x, y, z)] && g_BlockIsSolid[m_World->GetBlock(x, y - 1, z)])
{
TeleportToCoords(x, y, z);
return;
}
}
}
}
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}